Thanx guys!
leblebi wrote:When can we try the demo?
I could send it even now, but as it's commercial game I don't want to let it spread to early. Finish is planmned for march, so then I would post demo, maybe Julio and Alain will publish it for download. Currently
demo takes 10mb, and I don't think that final demo will exceed 20mb or even 15mb.
leblebi wrote:Also somewhat unrelated, but how do you create those tracks? What editor are you using?
I'm not doing it on my own. My 'employee' is using 3ds max. Then, we are exporting it using my own exporter and passing data to converter which is doing many things including shadowmap calculations.
Also, some unrelated info:): I'm writing everything on my own. The only external libraries I'm using are DirectX, Newton, TinyXML, ogg/vorbis.
Recently I switched from my own rendering setup to D3DX effects - because of 'rapid prototyping' possibility. Earlier I was using TinyXML for parsing XML's and importing data, but I recognized that using ID3DXEffect much more easier that writing own setup routines based on XML's.
I'm trying to avoid hardcoding as much as possible, especially physics parameters. My vehicles are using about 30 different constants, so recompiling code wouldn't be efficient.